#version 450

layout(location=0) in vec3 a_Pos;
layout(location=1) in vec3 a_Normal;
layout(location=2) in vec3 a_Color;

layout (binding = 0) uniform UBO
{
    mat4 projViewMat;
    mat4 modelMat;
    vec4 lightPos;
    vec4 viewPos;
} ubo;

layout(location=0) out vec3 v_Color;

void main() {
    gl_Position = ubo.projViewMat * ubo.modelMat * vec4(a_Pos, 1.0);
    v_Color = a_Color;
}